From: Obsidian Alchemists Conclave
Lore: The Ethereal Phantasmagores are the unintended outcome of a reckless experiment conducted by Dr. Isadora, a brilliant but increasingly unhinged alchemist of the Obsidian Alchemist’s Conclave. Seeking to unlock the secrets of manipulating aetheric energies, Dr. Isadora delved into forbidden territories of magic and alchemy. The experiment went awry, causing a massive release of aetheric energy that infused the surrounding environment with potent, otherworldly forces.
The released energies merged with the lingering shadows of the conclave, giving rise to the enigmatic Ethereal Phantasmagores. These semi-transparent, floating specters exist in a state of perpetual flux, shifting and changing form and color, embodying the chaos and unpredictability of the aetheric energies they are bound to.
Though unintended, Ethereal Phantasmagores have found an unintended yet vital purpose within the Obsidian Conclave. They are drawn to any unauthorized intruders, and through their haunting illusions, they disorient and terrify the trespassers, making them easier prey for the alchemists. This eerie defense mechanism makes the conclave even more formidable and dangerous to those who seek to breach its walls.

Stats:
- Age: Ethereal Phantasmagores have an ambiguous concept of age, as they exist beyond conventional mortal lifespans, perpetuated by the aetheric energies that brought them into being.
- Height: Varies, but they typically appear in the range of 4 to 6 feet tall.
- Weight: As ethereal beings, they have no physical mass and do not possess a measurable weight.
- Speed: Ethereal Phantasmagores glide effortlessly through the air with a base flying speed of 40 feet.
- Size: Medium (although they are incorporeal, they have a substantial presence).
- Sound: The Ethereal Phantasmagores emit an ethereal hum that echoes throughout the conclave’s chambers, creating an unsettling atmosphere of otherworldly eeriness.
- Requirements: The creation of Ethereal Phantasmagores is beyond the control of the alchemists, as they arose from an accident in Dr. Isadora’s experiment. Once formed, they are sustained by the ambient aetheric energies present within the conclave’s walls, making them a permanent and ever-present force within the fortress.
- Tags: Aetheric, Illusory, Haunting, Guardian, Unpredictable, Spectral, Chaotic, Incorporeal, Mystical, Shadowbound, Disorienting, Otherworldly, Vigilant
Attacks: Ethereal Phantasmagores do not have physical attacks. Instead, they rely on their haunting illusions to disorient and terrify intruders. These illusions can manipulate perceptions, leading intruders astray or subjecting them to their deepest fears and anxieties, rendering them vulnerable to capture or elimination by the alchemists.
Emotions: As beings composed of aetheric energies and shadows, Ethereal Phantasmagores do not possess emotions in the conventional sense. They are driven solely by their instinctual attraction to unauthorized intruders and their duty to protect the Obsidian Alchemist’s Conclave from potential threats. They exist in a constant state of haunting vigilance, forever carrying out their unintended role as the fortress’s guardians.
Ethereal Phantasmagores add an element of mystery and psychological horror to the Obsidian Alchemist’s Conclave. Their presence, rooted in a botched experiment, exemplifies the unintended consequences of tampering with forbidden knowledge. Adventurers who venture into the conclave will have to confront not only the physical dangers but also the psychological challenges posed by these enigmatic and illusory entities.
Whispering Shadows of the Aetheric Veil
In the ancient days of Saṃsāra, long before the steam-driven machines churned through the island nations, when the Obsidian Alchemist’s Conclave was but a fledgling gathering of knowledge seekers, a tale was etched into the annals of history, passed down through generations in a tongue so old that its origins were lost to time. This story, translated into the common dialects of the Middle-Ages and Renaissance-like societies that now thrive, tells of the Ethereal Phantasmagores, spectral guardians born of chaos and forbidden magic, and the fateful experiment that brought them into being. It is a story whispered in the shadowed halls of the conclave, a cautionary legend that has endured for over nine thousand years, when souls from the multiverse first began to arrive on this world.
The Obsidian Alchemist’s Conclave, nestled within a labyrinthine fortress on the Isle of Blackened Spires, was a place of immense power and secrecy. Its walls, carved from volcanic stone, stood as a testament to the alchemists’ ambition to unravel the mysteries of the multiverse. Among these alchemists was a woman named Isadora, a prodigy whose brilliance was matched only by her recklessness. Isadora was not content with the slow, methodical study of magic that her peers favored. She sought to pierce the veil of the aetheric realm, a plane of raw, untamed energy that flowed through all things in Saṃsāra. The aether was the lifeblood of magic in this high-magic world, but its depths were forbidden, for the gods themselves had decreed that mortals should not tamper with forces beyond their understanding.
Isadora, however, cared little for divine edicts. She believed that the aether held the key to ultimate power, a force that could reshape reality itself. In the deepest chambers of the conclave, far from the prying eyes of her fellow alchemists, she began her work. She gathered rare materials—crystals infused with starlight, obsidian shards that hummed with latent energy, and the bones of creatures long extinct, said to have once roamed the aetheric plane. She inscribed runes of power upon the floor, their shapes drawn from forbidden tomes that had been smuggled into Saṃsāra by Isekai souls who remembered ancient magics from other worlds. For months, Isadora toiled in solitude, her mind consumed by the pursuit of her goal.
On the eve of the Great Alignment, a celestial event that occurred once every thousand years, when the planes of existence drew closer together, Isadora prepared her final experiment. The air in her chamber crackled with anticipation as she placed a massive crystal at the center of her rune circle. This crystal, known as the Heart of the Void, was said to have been plucked from the aetheric plane by a forgotten hero who had ventured there and never returned. Its surface shimmered with a light that was both beautiful and terrifying, as if it held the essence of creation and destruction in equal measure. Isadora chanted a ritual spell, her voice rising in a crescendo that echoed through the stone halls. The spell was a blend of silent, normal, and ritual casting, a technique she had perfected to maximize the power of her invocation. As she spoke the final words, the Heart of the Void began to glow, its light pulsing in time with her heartbeat.
But something went wrong. The aetheric energies, unbound by the constraints of mortal magic, surged beyond Isadora’s control. The crystal shattered, sending shards flying through the air, and a rift tore open in the fabric of reality. Aetheric energy poured into the chamber, a torrent of raw power that bathed the room in an otherworldly light. The energy merged with the shadows that clung to the walls, shadows that had lingered there for centuries, born of the conclave’s countless experiments. From this chaotic union, the Ethereal Phantasmagores were born. They rose from the floor like wisps of smoke, their forms semi-transparent and ever-shifting, their colors a kaleidoscope of blues, purples, and silvers. They floated through the air, their ethereal hum filling the chamber with an eerie resonance that sent shivers down Isadora’s spine.
At first, Isadora believed she had succeeded. The Phantasmagores were beings of pure aetheric energy, a testament to her genius. But her triumph was short-lived. The specters, unbound by her will, began to spread through the conclave, their forms gliding effortlessly through the stone walls. They were drawn to any who entered the fortress without permission, their haunting illusions weaving visions of terror and despair. Intruders found themselves lost in labyrinths of their own fears, their minds assaulted by images of their deepest anxieties. Some fled in madness, while others fell to the alchemists who hunted them down, their defenses shattered by the Phantasmagores’ illusions.
The alchemists of the conclave, initially horrified by the creatures, soon realized their potential. The Ethereal Phantasmagores became the fortress’s guardians, an unintended but effective defense against those who sought to steal the conclave’s secrets. Yet Isadora herself was not spared the consequences of her actions. The aetheric energies that had birthed the Phantasmagores had also touched her, seeping into her mind and body. She began to see visions of the aetheric plane, glimpses of a realm so vast and incomprehensible that it drove her to the brink of insanity. Her once-brilliant mind fractured, and she became a shadow of her former self, wandering the halls of the conclave and muttering to herself about the secrets she had glimpsed.
The Ethereal Phantasmagores, sustained by the ambient aetheric energies within the conclave, became a permanent fixture of the fortress. They existed in a state of perpetual flux, their forms never static, their colors shifting with the ebb and flow of the aether. They had no emotions, no desires, only an instinctual drive to protect the conclave from intruders. Their presence added an element of mystery and dread to the already formidable fortress, and their haunting hum became a sound that all alchemists learned to fear and respect.
Over the centuries, the story of the Ethereal Phantasmagores spread beyond the Isle of Blackened Spires. It was told in the taverns of floating cities, whispered in the dark caves of megacities, and sung by bards who traveled the endless oceans in their airships. The tale became a legend, a warning to all who sought to tamper with forces beyond their understanding. It was said that the Phantasmagores were a reminder of the gods’ decree, a punishment for mortal hubris. Yet some saw them as a symbol of the boundless potential of magic, a testament to the power that could be achieved by those willing to risk everything.
The legend of the Ethereal Phantasmagores endured through the ages, its details shifting with each retelling, yet its core remaining unchanged. It was a story of ambition, of the dangers of forbidden knowledge, and of the unintended consequences that could arise from even the most well-intentioned experiments. The alchemists of the Obsidian Conclave continued their work, their fortress guarded by the very beings that had nearly destroyed them, and the Phantasmagores remained a haunting presence, their ethereal forms gliding through the halls, ever vigilant, ever watchful.
Moral of the Story: The pursuit of knowledge must be tempered with caution, for even the greatest minds can unleash forces they cannot control, and the consequences of such recklessness may haunt the world for generations.
Suggested conversions to other systems:
Call of Cthulhu (7th Edition): The Ethereal Phantasmagores in Call of Cthulhu are otherworldly entities that haunt forbidden places, embodying the psychological horror of the unknown. Their illusions prey on the investigators’ sanity, making them a terrifying presence in an investigation-focused game.
Ethereal Phantasmagore
- STR 0 (incorporeal)
- CON 50
- SIZ 50
- INT 40
- POW 75
- DEX 60
- APP —
- SAN —
- HP 10
- Damage Bonus: None
- Build: 0
- Move: 12 (flying)
- Luck: —
- Magic Points: 15
- Armor: None (incorporeal; immune to physical attacks unless magical).
- Sanity Loss: 1/1D6 to see an Ethereal Phantasmagore; 1D4/1D10 if targeted by its Haunting Illusions.
- Attacks: Haunting Illusions (Psychic Attack): The Ethereal Phantasmagore projects terrifying illusions into the mind of a target within 20 yards. The target must make a Sanity roll (1/1D6 Sanity loss on failure). If the roll fails, the target is overwhelmed by fear and suffers a penalty die on all actions for 1D4 rounds. The Phantasmagore can target one investigator per round, costing 3 Magic Points per use.
- Special Abilities
- Incorporeal: Immune to all physical attacks unless the weapon is enchanted or magical. Magical attacks deal half damage.
- Aetheric Sustenance: The Phantasmagore regenerates 1 Magic Point per round while within an area of high magical energy (such as the Obsidian Alchemist’s Conclave).
- Ethereal Hum: All investigators within 10 yards must make a POW roll (difficulty 75) each round or lose 1D4 Sanity due to the unsettling hum.
- Gameplay Notes: In Call of Cthulhu, the Ethereal Phantasmagore is a psychological threat rather than a physical one. Investigators might encounter these creatures while exploring the ruins of the Obsidian Alchemist’s Conclave, where their sanity will be tested by the Phantasmagore’s illusions. The Keeper can use the creature to create tension, forcing investigators to confront their fears or flee. To balance the creature, its Haunting Illusions can be countered by protective magic or artifacts, and its limited Magic Points prevent it from overwhelming the party indefinitely.
Blades in the Dark: In Blades in the Dark, the Ethereal Phantasmagores are spectral entities haunting the Obsidian Alchemist’s Conclave, a potential target for a crew of scoundrels. They fit the game’s gothic, supernatural tone, acting as obstacles during scores.
Ethereal Phantasmagore
- (Special Threat)
- Tier: II
- Scale: 1 (individual)
- Quality: 3 (potent illusions)
- Magnitude: 4 (supernatural effect)
- Harm: Haunting Visions (Level 2 Harm, “Terrified”), Disoriented (Level 1 Harm, “Confused”)
- Resistances: Immune to physical harm unless attacked with a spirit-attuned weapon or ritual.
- Weaknesses: Vulnerable to electroplasmic energy or rituals that disrupt aetheric forces (reduce Magnitude by 2 when targeted by such effects).
- Special Abilities
- Haunting Illusions: When a PC engages the Phantasmagore, they must resist with Resolve (4-segment clock, “Overwhelmed by Fear”). On a failure, they take Level 2 Harm (“Terrified”) and suffer -1d to all actions until the harm is cleared. On a partial success, they take Level 1 Harm (“Confused”) and suffer -1 effect on their next action.
- Ethereal Glide: The Phantasmagore moves freely through walls and obstacles, adding +1d to its engagement roll when pursuing intruders.
- Aetheric Guardian: When the Phantasmagore is present, increase the Heat of the score by 1 due to its supernatural presence alarming local authorities or factions.
- Gameplay Notes: The Ethereal Phantasmagore is a supernatural hazard in Blades in the Dark, perfect for a score involving the Obsidian Alchemist’s Conclave. The crew might need to steal an artifact guarded by these specters, requiring them to use Attune or special equipment to bypass or banish the Phantasmagores. Their illusions create complications, forcing players to manage stress and trauma. To balance, the GM can allow a flashback to acquire a spirit ward, reducing the creature’s Magnitude to 2.
Dungeons & Dragons (5th Edition): In Dungeons & Dragons 5e, the Ethereal Phantasmagore is a spectral guardian that challenges adventurers with its illusions and incorporeal nature. It fits the high-magic setting of Saṃsāra as a creature born of aetheric energies.
Ethereal Phantasmagore
- Medium undead, neutral
- Armor Class: 13
- Hit Points: 45 (10d8)
- Speed: 0 ft., fly 40 ft. (hover)
- STR: 7 (-2)
- DEX: 16 (+3)
- CON: 10 (+0)
- INT: 8 (-1)
- WIS: 12 (+1)
- CHA: 15 (+2)
- Saving Throws: Wis +3
- Damage Resistances: Acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
- Damage Immunities: Necrotic, poison
- Condition Immunities: Charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
- Senses: Darkvision 60 ft., passive Perception 11
- Languages: —
- Challenge: 3 (700 XP)
- Traits
- Incorporeal Movement: The Phantasmagore can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
- Aetheric Sustenance: While in an area of high magical energy (such as the Obsidian Alchemist’s Conclave), the Phantasmagore regains 5 hit points at the start of its turn.
- Actions
- Haunting Illusions: The Phantasmagore targets one creature it can see within 60 feet. The target must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. While frightened, the target has disadvantage on ability checks and attack rolls. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success. Once a creature succeeds on the saving throw, it is immune to this Phantasmagore’s Haunting Illusions for 24 hours.
- Ethereal Hum (Recharge 5–6): The Phantasmagore emits an unsettling hum. Each creature within 30 feet that can hear it must succeed on a DC 13 Wisdom saving throw or take 7 (2d6) psychic damage and be stunned until the end of its next turn.
- Gameplay Notes: In D&D 5e, the Ethereal Phantasmagore is a CR 3 creature suitable for a low to mid-level party. Its Haunting Illusions and Ethereal Hum make it a psychological threat, while its incorporeal nature protects it from most physical attacks. Adventurers in Saṃsāra might encounter these creatures while infiltrating the Obsidian Alchemist’s Conclave, needing to use magic or enchanted weapons to defeat them. To balance, the recharge on Ethereal Hum prevents it from overwhelming the party, and its relatively low hit points make it vulnerable to magical attacks.
Knave (2nd Edition): In Knave 2e, the Ethereal Phantasmagore is a spectral foe that challenges players with its illusions and incorporeal nature. Knave’s minimalist system focuses on gear and creativity, so the Phantasmagore’s abilities are tied to the players’ resources and ingenuity.
Ethereal Phantasmagore
- HD: 4 (16 HP)
- Armor: 13 (incorporeal)
- Move: Fly 40 ft.
- Morale: 8
- Attacks: Haunting Illusions (special, see below)
- Saves: Dex +3, Wis +2, Cha +2
- Special
- Incorporeal: The Phantasmagore is immune to nonmagical attacks. Magical attacks deal half damage unless the weapon or spell specifically targets spirits (e.g., a consecrated blade or banishment spell).
- Haunting Illusions: The Phantasmagore targets one creature within 60 ft. The target must make a Wis save (DC 12) or be frightened (disadvantage on all rolls) for 1 minute. The target can repeat the save each round to end the effect. A creature that succeeds on the save is immune to this Phantasmagore’s illusions for 24 hours.
- Ethereal Hum: Once per encounter, the Phantasmagore emits a haunting hum. Creatures within 30 ft. must make a Cha save (DC 12) or take 1d6 psychic damage and be stunned for 1 round.
- Aetheric Sustenance: In a magical area (like the Obsidian Alchemist’s Conclave), the Phantasmagore regains 1d4 HP at the start of its turn.
- Loot: Aetheric Essence (1 slot, magical): A faintly glowing residue that can be used as a component for rituals or to power magical devices (GM discretion).
- Gameplay Notes: In Knave 2e, the Ethereal Phantasmagore is a challenging foe for a party of adventurers exploring the Obsidian Alchemist’s Conclave. Its illusions and hum test the players’ mental stats, while its incorporeal nature requires them to use magical items or creative solutions (e.g., a ritual to banish it). The Aetheric Essence loot encourages players to defeat the creature for a reward, fitting Knave’s focus on gear-driven play. To balance, the once-per-encounter limit on Ethereal Hum prevents it from disabling the party repeatedly, and its moderate HP makes it manageable with the right tools.
Fate Core System: In Fate Core, the Ethereal Phantasmagore is a mystical guardian that challenges players through psychological and supernatural means. Fate’s narrative focus emphasizes the creature’s haunting illusions and its role as a defender of the Obsidian Alchemist’s Conclave.
Ethereal Phantasmagore
- (Supporting NPC)
- Aspects:
- Aetheric Guardian of the Conclave
- Haunting Illusory Specter
- Unpredictable Shifting Form
- Bound by Forbidden Magic
- Vulnerable to Aetheric Disruptions
- Skills:
- Great (+4): Deceive (illusions)
- Good (+3): Will
- Fair (+2): Notice
- Average (+1): Athletics (flying)
- Stress: [ ] [ ] [ ] (3 boxes)
- Consequences:
- Mild (2)
- Moderate (4)
- Stunts:
- Haunting Illusions: When the Phantasmagore creates an advantage using Deceive, it can target one character within 2 zones. The target must defend with Will. On a success, the Phantasmagore creates the aspect “Terrified Visions” with one free invoke, which lasts until the end of the scene or until the target overcomes it (Will vs. difficulty +4).
- Ethereal Glide: The Phantasmagore can move through obstacles and zones without hindrance, ignoring physical barriers when moving or defending with Athletics.
- Notes: The Phantasmagore is immune to physical attacks unless they are magical or aetherically charged (requires an appropriate aspect or stunt). It takes +2 shifts of stress from attacks or effects that disrupt aetheric energies (e.g., a ritual or magical device with an aspect like “Aetheric Disruptor”).
- Gameplay Notes: In Fate Core, the Ethereal Phantasmagore is a supporting NPC that creates narrative challenges through its illusions. Players might encounter it while infiltrating the Obsidian Alchemist’s Conclave, needing to overcome its “Terrified Visions” aspect to proceed. Its stress track and consequences make it durable but not overwhelming, fitting Fate’s focus on drama over lethality. To balance, the GM can allow players to create advantages (e.g., “Disrupted Aetheric Flow”) to weaken the creature, making it easier to defeat or bypass.
Numenera (Cypher System): In Numenera, using the Cypher System, the Ethereal Phantasmagore is a supernatural entity tied to the strange energies of Saṃsāra, akin to the numenera’s esoteric technologies. It fits as a guardian of ancient ruins, challenging players with its mind-bending illusions.
Ethereal Phantasmagore
- (Level 4)
- Motive: Protect the Obsidian Alchemist’s Conclave from intruders
- Environment: Found in areas of high magical energy, such as the Conclave
- Health: 12
- Damage Inflicted: 4 (psychic, from illusions)
- Movement: Long (flies up to 60 feet per round)
- Modifications:
- Speed defense as level 5 due to incorporeal nature
- Intellect defense as level 5 due to aetheric resilience
- Combat:
- Haunting Illusions: The Phantasmagore projects illusions into the mind of one target within long range. The target must succeed on an Intellect defense roll (difficulty 4) or take 4 points of Intellect damage (ignores Armor) and suffer a +1 step difficulty on all tasks for 1 minute due to fear and disorientation. A character reduced to 0 Intellect by this effect is incapacitated by terror until they recover.
- Ethereal Hum: As an action, the Phantasmagore emits a hum affecting all creatures within short range. Targets must succeed on an Intellect defense roll (difficulty 4) or take 2 points of Intellect damage and be dazed (+1 step difficulty on all tasks) for 1 round.
- Incorporeal: The Phantasmagore is immune to physical attacks unless the weapon is magical or aetherically charged (e.g., a cypher or artifact). Energy-based attacks deal half damage.
- Interaction: The Phantasmagore cannot be reasoned with; it exists to guard the Conclave. However, characters can use cyphers or artifacts to disrupt its aetheric energies, reducing its level by 1 for 1 minute (GM intrusion: the cypher malfunctions after use).
- Use: The Phantasmagore is a hazard in the ruins of the Conclave, forcing players to confront their fears or find ways to banish it.
- Loot: 1-2 cyphers (e.g., a crystal that projects a minor illusion or a device that disrupts aetheric energy).
- Gameplay Notes: In Numenera, the Ethereal Phantasmagore is a level 4 creature, suitable for a mid-tier challenge. Its Haunting Illusions target Intellect, fitting the system’s focus on mental strain, while its incorporeal nature requires players to use cyphers or artifacts to defeat it. The GM can use GM intrusions to escalate the threat (e.g., the Phantasmagore’s illusions summon a character’s past trauma as an additional foe). To balance, its health is moderate, and its abilities can be countered with the right tools, encouraging exploration and creativity.
Pathfinder (2nd Edition): In Pathfinder 2e, the Ethereal Phantasmagore is a spectral creature that uses illusions to defend the Obsidian Alchemist’s Conclave. Its abilities challenge a party’s mental resilience and require magical tactics to overcome.
Ethereal Phantasmagore
- (Creature 4)
- NE Medium Incorporeal Undead
- Perception: +10; darkvision
- Languages: None
- Skills: Deception +12, Stealth +10
- Str -5, Dex +4, Con +0, Int -1, Wis +2, Cha +4
- AC: 20; Fort +8, Ref +12, Will +10
- HP: 50; Immunities: disease, paralyzed, poison, precision; Resistances: all damage 5 (except force, ghost touch, or positive; double resistance vs. nonmagical)
- Aetheric Sustenance: In a magical area (like the Conclave), the Phantasmagore regains 5 HP at the start of its turn.
- Speed: Fly 40 feet
- Offense
- Haunting Illusions [two-actions] (illusion, mental) The Phantasmagore projects terrifying illusions at one creature within 60 feet. The target must succeed on a DC 20 Will save or become frightened 2 (frightened 1 on a success). A creature that critically fails is also stunned 1. The frightened condition persists until the creature succeeds on a Will save (DC 20, attempted at the end of its turn). A creature that succeeds on its save is temporarily immune for 1 hour.
- Ethereal Hum [one-action] (auditory, mental) The Phantasmagore emits an unsettling hum. Creatures within 30 feet must succeed on a DC 20 Will save or take 2d6 mental damage and be slowed 1 for 1 round (half damage and no slowed on a success).
- Gameplay Notes: In Pathfinder 2e, the Ethereal Phantasmagore is a level 4 creature, appropriate for a party of 3rd- to 5th-level characters. Its Haunting Illusions and Ethereal Hum target Will saves, making it a mental threat, while its incorporeal nature (modeled on the ghost template) requires magical weapons or spells to defeat. Adventurers in Saṃsāra might face these creatures while exploring the Conclave, needing to use spells like magic weapon or ghost touch runes to deal full damage. To balance, its HP is moderate, and the temporary immunity to Haunting Illusions prevents it from repeatedly locking down the party.
Savage Worlds (Adventure Edition): In Savage Worlds, the Ethereal Phantasmagore is a supernatural guardian that uses illusions to disorient foes. Its abilities fit the system’s fast-paced, cinematic style, creating tension without overwhelming the party.
Ethereal Phantasmagore
- (Wild Card)
- Attributes: Agility d8, Smarts d6, Spirit d10, Strength d4, Vigor d6
- Skills: Deception d10, Notice d8, Stealth d8
- Pace: 8 (flying); Parry: 2; Toughness: 5
- Special Abilities:
- Incorporeal: Immune to nonmagical attacks. Magical attacks (e.g., from a weapon with the trapping of “aetheric energy”) deal normal damage.
- Ethereal Glide: The Phantasmagore flies and can move through obstacles without penalty.
- Haunting Illusions: As an action, the Phantasmagore targets one creature within 12” (24 yards). The target must make a Spirit roll (TN 8) or become Distracted and Vulnerable for 1d4 rounds due to terrifying visions. A character who succeeds on the roll is immune to this Phantasmagore’s illusions for 24 hours.
- Ethereal Hum: As an action (recharge on a 5-6 on a d6), the Phantasmagore emits a hum affecting all creatures within a Medium Burst Template (centered on itself). Targets must make a Spirit roll (TN 6) or take a level of Fatigue and become Shaken.
- Aetheric Sustenance: In a magical area (like the Conclave), the Phantasmagore heals 1 Wound at the start of its turn.
- Edges: Fearless (immune to Fear effects).
- Weakness: Vulnerable to aetheric disruptions (e.g., a power with the “aetheric” trapping); such attacks gain +2 to hit and deal +2 damage.
- Gameplay Notes: In Savage Worlds, the Ethereal Phantasmagore is a Wild Card, making it a significant threat for a group of Novice to Seasoned characters. Its Haunting Illusions and Ethereal Hum create status effects (Distracted, Vulnerable, Shaken, Fatigue) that challenge the party without dealing direct damage, fitting the system’s focus on conditions over HP attrition. Players in Saṃsāra might encounter these creatures while raiding the Conclave, needing to use powers or gear with aetheric trappings to defeat them. To balance, the recharge on Ethereal Hum limits its frequency, and its Toughness is moderate, allowing a prepared party to overcome it with teamwork.
Shadowrun (6th Edition): In Shadowrun, the Ethereal Phantasmagore is a spirit-like entity tied to the aetheric energies of Saṃsāra, adapted as a magical threat in the Sixth World. It haunts secure locations like the Obsidian Alchemist’s Conclave, which could be reimagined as a hidden magical facility.
Ethereal Phantasmagore
- (Spirit)
- Force: 4
- Attributes:
- Body: 2
- Agility: 5
- Reaction: 4
- Strength: 1
- Charisma: 4
- Intuition: 4
- Logic: 3
- Willpower: 5
- Edge: 3
- Initiative: 8 + 1d6
- Defense Rating: 5
- Condition Monitor: 9 (Physical only, as a spirit)
- Skills: Assensing 6, Astral Combat 5, Perception 5, Sorcery 6, Stealth 5
- Powers:
- Materialization: The Phantasmagore can materialize, but it remains semi-transparent and ethereal, granting it Immunity to Normal Weapons (except magical or aetherically charged attacks).
- Haunting Illusions: The Phantasmagore casts a tailored illusion on one target within 12 meters (Sorcery + Charisma vs. Intuition + Willpower). If successful, the target suffers the Frightened status effect (–1 to all rolls, cannot move closer to the Phantasmagore) for 1d6 combat turns. A glitch on the defense roll increases the penalty to –2.
- Ethereal Hum: The Phantasmagore emits a psychic hum affecting all targets within 10 meters (Sorcery + Charisma vs. Intuition + Willpower). On a failed defense, targets take 3S (Stun) damage and are Dazed (–1 to all rolls) for 1 combat turn.
- Aetheric Sustenance: In a high-magic area (like the Conclave), the Phantasmagore regains 1 box of damage per combat turn.
- Weaknesses: Vulnerable to banishing (as a spirit) and aetheric disruptions (e.g., a mana barrier or spell with an aetheric signature, which deals +2 damage).
- Gameplay Notes: In Shadowrun, the Ethereal Phantasmagore is a Force 4 spirit, a moderate threat for a team of runners infiltrating a magical site like the Obsidian Alchemist’s Conclave. Its Haunting Illusions and Ethereal Hum create status effects and Stun damage, challenging the team’s mental resilience. Runners might need a mage to banish it or use aetherically charged weapons (e.g., a weapon focus) to deal damage. To balance, its Condition Monitor is relatively low, and its powers can be resisted with decent Willpower, ensuring it doesn’t overwhelm the team.
Starfinder (1st Edition): In Starfinder, the Ethereal Phantasmagore is a magical creature from Saṃsāra, reimagined as an extraplanar entity haunting a derelict station or ancient ruin on a magical planet. Its abilities focus on mental manipulation, fitting the sci-fi fantasy blend.
Ethereal Phantasmagore
- (CR 4)
- NE Medium outsider (incorporeal, extraplanar)
- Initiative: +3
- Senses: Darkvision 60 ft., low-light vision; Perception +10
- EAC: 16; KAC: 17
- HP: 45
- Fort: +3; Ref: +5; Will: +7
- Defensive Abilities: Incorporeal (immune to nonmagical attacks; magical attacks deal half damage unless they have the ghost touch property or deal force damage); Immunities: Cold, poison
- Speed: Fly 40 ft. (perfect)
- Offensive Abilities: Haunting Illusions
- Statistics:
- Str —; Dex +3; Con +0; Int +0; Wis +2; Cha +4
- Skills: Intimidate +13, Mysticism +10, Stealth +10
- Languages: None (communicates via telepathic hum)
- Special Abilities:
- Haunting Illusions (Su): The Phantasmagore targets one creature within 60 feet with a mind-affecting illusion. The target must succeed on a DC 15 Will save or be frightened for 1d4 rounds (shaken on a success). A creature that succeeds on the save is immune to this Phantasmagore’s illusions for 24 hours.
- Ethereal Hum (Su): Once every 1d4 rounds, the Phantasmagore emits a psychic hum in a 30-foot radius. Creatures in the area must succeed on a DC 15 Will save or take 2d6 sonic damage and be staggered for 1 round (half damage and no staggered on a success).
- Aetheric Sustenance (Su): In a magical area (like the Conclave), the Phantasmagore regains 5 HP at the start of its turn.
- Gameplay Notes: In Starfinder, the Ethereal Phantasmagore is a CR 4 creature, suitable for a party of 3rd- to 5th-level characters exploring a magical ruin. Its Haunting Illusions and Ethereal Hum target Will saves, creating conditions like frightened and staggered, while its incorporeal nature requires magical weapons or force effects to defeat. Players might encounter it on a planet with Saṃsāra-like properties, needing to use tech-magic hybrid gear (e.g., a force sword) to bypass its defenses. To balance, its HP is moderate, and the recharge on Ethereal Hum prevents it from overwhelming the party.
Traveller (2nd Edition, Mongoose Publishing): In Traveller, the Ethereal Phantasmagore is adapted as a supernatural entity on a high-magic world like Saṃsāra, encountered during exploration or investigation. Traveller’s focus on realism and survival makes the creature a psychological hazard.
Ethereal Phantasmagore
- (Supernatural Entity)
- STR: 0 (incorporeal)
- DEX: 10
- END: 8
- INT: 6
- EDU: 4
- SOC: 0
- Hull Points: 0 (incorporeal)
- Armor: 0 (immune to nonmagical attacks)
- Skills: Deception 2, Stealth 1, Survival 1
- Attacks:
- Haunting Illusions: The Phantasmagore targets one character within 20 meters. The target must make an INT check (8+). On a failure, they suffer a –2 DM to all skill checks for 1d6 minutes due to terrifying visions. On an Effect of –4 or worse, the target is incapacitated by fear for 1 minute.
- Ethereal Hum: The Phantasmagore emits a hum affecting all characters within 10 meters. Targets must make an END check (8+). On a failure, they take 1d6 END damage (no armor applies) and suffer a –1 DM to all skill checks for 1 minute due to disorientation.
- Special:
- Incorporeal: Immune to nonmagical attacks. Magical or aetherically charged attacks (e.g., a psi-weapon or ritual device) deal normal damage.
- Aetheric Sustenance: In a magical area, the Phantasmagore regains 1 END per minute.
- Traits: Flyer (40 meters per round), Psionic (uses illusions as a psionic power).
- Number Encountered: 1d3
- Gameplay Notes: In Traveller, the Ethereal Phantasmagore is a supernatural hazard for a party exploring a Saṃsāra-like world. Its Haunting Illusions and Ethereal Hum target INT and END, simulating mental strain and disorientation, fitting Traveller’s focus on survival. Players might need psionic abilities or rare magical tech to defeat it, such as a psi-blade or a ritual device. To balance, its END is moderate, and its effects can be resisted with good stats, ensuring it’s a challenge but not insurmountable for a prepared crew.
Warhammer Fantasy Roleplay (4th Edition): In Warhammer Fantasy Roleplay, the Ethereal Phantasmagore is a ghostly entity haunting a magical fortress, fitting the grim and perilous tone of the Old World (or a Saṃsāra equivalent). Its illusions prey on the characters’ resolve.
Ethereal Phantasmagore
- (Undead)
- M: 6 (fly)
- WS: —
- BS: —
- S: 20
- T: 30
- I: 40
- Agi: 40
- Dex: —
- Int: 25
- WP: 50
- Fel: 40
- W: 12
- Traits:
- Ethereal: Immune to nonmagical attacks. Magical attacks deal normal damage. The Phantasmagore can move through solid objects.
- Fear 2: Characters must make a Cool test (Fear 2) when encountering the Phantasmagore or gain 2 Broken Conditions.
- Haunting Illusions: The Phantasmagore targets one character within 12 yards. The target must make a WP test (Challenging, +0). On a failure, they gain 1d3+1 Broken Conditions and suffer a –10 penalty to all tests for 1d10 minutes due to terrifying visions. On a success, they are immune to this Phantasmagore’s illusions for 24 hours.
- Ethereal Hum: The Phantasmagore emits a hum affecting all characters within 8 yards. Targets must make a WP test (Challenging, +0). On a failure, they take 1d3 Wounds (ignoring TB and Armor) and gain 1 Fatigued Condition.
- Aetheric Sustenance: In a magical area, the Phantasmagore regains 1 Wound per round.
- Optional Traits:
- Instinctive: The Phantasmagore always acts on instinct, targeting the nearest intruder.
- Gameplay Notes: In Warhammer Fantasy Roleplay, the Ethereal Phantasmagore is a dangerous foe for a party investigating a magical site like the Obsidian Alchemist’s Conclave. Its Haunting Illusions and Ethereal Hum inflict Broken and Fatigued Conditions, fitting WFRP’s focus on mental and physical strain. Characters will need magical weapons or spells (e.g., Banish) to harm it, and its Fear trait adds to the grim atmosphere. To balance, its Wounds are moderate, and the WP tests can be passed by resilient characters, ensuring it’s a challenge but not a party-killer.
